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LOL's buff is an aura buff with a certain duration, LOL's monsters will provide a total of 3 buffs (5v5 matches) One is a blue buff, the carrier has a blue aura, which will provide the ability to reduce skill CD and return to blue (mage favorite); One is the red buff, which has a red aura on the bearer, which will provide the effect of adding damage over time and slowing in basic attacks (physical DPS favorite); The last is the Earl's ultimate buff, which is obtained by all teammates (excluding those who have not been resurrected), surrounded by purple flowers, which will provide all the attributes that increase the carrier (such as attack, defense, critical hits, etc., Gray is often strong, and the Earl can even be said to be determined in the later stage).
Let's sum up the two of them.
Ancient Golem (blue buff): Appears after 1 minute and 55 seconds, Refresh time: 5 minutes, Lizard Elder (red buff): Appears after 1 minute and 55 seconds, Refresh time: 5 minutes.
Dragon (Lower Path) appears after 2 minutes and 30 seconds, and the refresh time is 6 minutes.
Baron (Upper Lane) Appears after 15 minutes Refresh time 7 minutes Rest of the mobs appear after 1 minute and 40 seconds Refresh time 1 minute.
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The buff brush is divided into 2 types of red and blue The first refresh time of the system is 1 minute and 55 seconds, and the second refresh depends on which buff is hit first on the opposite side; It is now generally a buff that prioritizes approaching the bottom lane. Playing blue is called blue up or blue open, and hitting red is called red up (red open). If the opposite side is red, the second buff should refresh around 7 minutes and 10 seconds.
If you are going to the anti-field, it is recommended to do it as soon as possible and call the middle laner to go together.
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It's the wild red dad and the blue daddy brushed, and you can go get the buff.
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The buff refresh doesn't say much, your problem is too unclear.
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Red has been refreshed, blue has been refreshed.
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With the red buff, on each normal attack, the target is slowed by 8% 12% 24%, slowed for up to 3 seconds, and gives the attack target a red buff-specific DOT, which deals a total of 20 true damage at level 1, and increases the damage by 10 points for each level of DOT held by two levels. As with the blue buff, when the wielder is killed, the red buff is transferred to the player who killed him. In the patch, the red buff has been changed to slow the target by 8 16 24% when held by melee heroes, and 5 10 15% when held by ranged heroes.
This makes it even more difficult for us to calculate, and since the red buff causes true damage, we all know the benefits of true damage, and we consider it as basic attack damage when calculating. As a result, its actual value far exceeds what we calculated. Another thing that should not be ignored is that the special effect of the slow is superimposed on the existing slow effect.
Normally, we will use an ice hammer to slow down the enemy, and the ice hammer requires a total of 3250g to craft, but the damage it provides is only 780g of gold, and the value of the health provided is only 1827g. In other words, it cost 643g to slow 40% (melee) and 30% (ranged) per second.
643 40= for every 1% slow on melee heroes, and 643 30= for every 1% slow on ranged heroes
Then calculate according to the above ratio.
The value of the red buff slow to level 1 melee heroes is.
The value of the red buff slow on level 1 ranged heroes is.
The value of the red buff slow against level 18 melee heroes is.
The value of the red buff slow to level 18 ranged heroes is.
It can be seen that the value of the red buff to melee and ranged is almost the same, so the average value of the red buff is 118g for level 1 and 350g for level 18 heroes.
Of course, the calculation of the value of the slow is not entirely accurate, as a 1% slow has almost no effect on the target, while a 100% slow is fatal to any enemy!
The total value of the red buff is calculated.
In order to simplify the calculation and not use more data to stun the judges, we take the ice hammer's slow time as 3s instead of the actual one, because the red buff's slow duration is 3s). And we've omitted the difference in value between normal damage and true damage, so the actual value is much more than what is calculated below.
Therefore, the red buff is worth at least 898g against level 1 heroes.
The red buff is worth at least 4250g against level 18 heroes.
It's not easy.,Ask for adoption.。。。
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Answer: The so-called buff refers to the aura attached to two powerful monsters in the own and enemy jungles, and the player who kills the two monsters can obtain the attached aura, which disappears for a period of time, and if the hero is killed for the duration, it will be transferred to the killer, and so on, until a player with the attached status knows to disappear.
The red buff is a normal attack slow, which can burn some blood per second; The blue buff is a decrease in skill CD (decreased by self-level) and an increase in the rate of return to blue (increased by %); The dragon buff is to increase attack, mana, health regeneration, and mana regeneration. The red and blue buffs last for 150 seconds (2 minutes and 30 seconds), and the Great Dragon's buff lasts for 5 minutes.
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Eh, the red buff has real damage and slowing effects, the blue buff returns to the blue and quickly reduces the CD, and the big dragon buff returns to the blue and returns to the blood to reduce the damage and adds a strong attack, accurate data. No, I don't.
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Red Buff: Slows the enemy when attacking and continues to deal true damage Blue buff: Increases mana and energy regeneration, +20% cooldown reduction Great Dragon buff: +Mana strength and attack damage (depending on level) Increase mana and health regeneration.
LOL Record the game** can be recorded by game plus, you can choose the resolution, fps, bitrate of the recording**, you can see the approximate hard disk space required for recording** and you can choose whether to record the microphone sound Whether to display the mouse cursor, etc., which is very convenient.
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